Post by Adimus on Jan 8, 2014 1:25:02 GMT -5
Hello ladies, look at your techniques, now back to my techniques, now back at your techniques, now back to mine.
Sadly, they are not like mine, but if you pay close attention to this quick and perhaps rusty written guide they could work like mine.
Look down, look up, where are you? You're on the User Created Guides Section of the OOC Forum.
What's on your screen? It's a topic for all your technique needs.
Look back again and the forum WILL SOON CONTAIN CUSTOM SKILLS!
Anything is possible when you look at my guides.
I'm breaking the 4th wall on a horse.
*jingle plays in the background*
Ok foolishness aside, listen up and pay close attention god damn it I'm only gonna say this once....Despite the fact that I'm making a god damn forum topic that will stay here for quite some time. The first part of this will be about techniques, which is rather backwards, I know, but people lately have been asking me how to make them or what can apply to them, and the lack of knowledge people have pertaining to techniques is downright scary, so I'm going to make a quick starter guide for those looking to make a technique or two, or five, or fifteen, with different examples of what can and most likely cannot be done, starting with:
This One! This is a basic melee attack technique that uses Zanjutsu for the governing/relevant skill. This means that it can use an item given to the player from a release, aka using Zanjutsu, you can have a Direct Power to give one effect, but still use other skills to utilize the items from it, such as this.
>Name: Power Attack!
>Level(s) of release the tech is available at: First Release
>Relevant Skill(s) & Ranks: Zanjutsu
>Stat(s) Involved: Strength
>Flavor Description: The user stands firm in his stance and unleashes a vicious blow with their sword, cleaving the target clean through and leaving a crushed, battered, worthless husk in their wake.
>Effect: Expends a combat action to unleash a powerful melee attack set at the User's Strength + 30.
>Casting Time: Single Action
>Duration: Single Action
>Limitations: N/A
>Cooldown: 1 Round
>Stamina Cost: 6 Stamina.
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Another example we see here is one used for casters, which follows virtually the exact same method but with different skills governing it.
>Name: Super Fireball Attack!
>Level(s) of release the tech is available at: First Release
>Relevant Skill(s) & Ranks: <Insert Spell Skill Name Here!>
>Stat(s) Involved: Spirit
>Flavor Description: The user concentrates extra hard to build up a particularly powerful fireball that travels and hits much harder than their typical magical and spiritual attacks.
>Effect: Expends a combat action to unleash a powerful ranged attack that travels and hits for Spirit + 30.
>Casting Time: Single Action
>Duration: Single Action
>Limitations: N/A
>Cooldown: 1 Round
>Stamina Cost: 6 Stamina.
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See, just as easy, just as simple. The Direct could be something as silly as +10 Spirit Per Rank for all Kido based somethings, and would serve PURELY to buff and increase things like these as the skill ranks up, scaling with the user. Speaking of scaling, I wonder what one of those techniques would look like. Oh wait, here's an example!
>Name: Rising Power Bolt!
>Level(s) of release the tech is available at: First Release
>Relevant Skill(s) & Ranks: <Insert Random Mixed Power Skill Here!>
>Stat(s) Involved: Spirit
>Flavor Description: The user draws upon the power of their deity to build up and summon a mighty bolt of energy that pierces and destroys their enemies where they stand. As the user gains power, the proficiency in which this technique is used also increases, allowing for stronger effects.
>Effect: Depending upon the rank of the governing skill, this techniques will perform different effects, of which the base will always be a simple +10 Spirit.
Beginner - +10 Spirit
Basic - +20 Spirit
Intermediate - +30 Spirit, may be boosted to increase Attack Speed of the Bolt by an extra +10 Per Rank
Advanced - +40 Spirit
Master - +50 Spirit, User may choose to make the bolt freakishly powerful and pierce the target, either passing through and hitting a person behind them, -or- increasing Wound Rank Severity by One Rank.
>Casting Time: Single Action
>Duration: Single Action
>Limitations: N/A
>Cooldown: 1 Round
>Stamina Cost: 2 Stamina Per 10 Spirit. 1 Stamina Per 10 Attack Speed added, 3 Stamina for the Pierce Attack, and 8 Stamina for the Wound Rank Increase
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Notice how it scales upwards with each rank? Now keep in mind that this techniques also stacks with how your power skill might also rank up, so any bonus effects from that, or any other other skill you have, also stacks with this. Needless to say, you can get A LOT of stuff from one single little technique if you know what you're doing with it and how well it plays with the other governing skills.
Moving on from that, perhaps you're a more supportive spell guy? You know, using barriers and heals and crap. Well, the following two techniques are actually rips right out of the Kaido and Bakudo skills we have! Well sort of, they're here to give an example of how to make the technique type they represent.
>Name: HOLY SHIT THAT HURTS, HEALZ MEH!
>Level(s) of release the tech is available at: First Release
>Relevant Skill(s) & Ranks: Kaido or other healing/magical skill
>Stat(s) Involved: N/A
>Flavor Description: Drawing in pure energies and reishi, the user is able to close and heal the wounds either they or an ally has taken overtime.
>Effect: Expend Two Combat Actions to Lower/Heal a Wound by Two Ranks. If the target exceeds the minimum ranks to be healed, then all wounds are removed from the player/user.
>Casting Time: Two Combat Actions.
>Duration: Two Combat Actions.
>Limitations: N/A
>Cooldown: 1 Round Per Wound Rank Healed
>Stamina Cost: 10 Stamina Per Action Spent/Wound Healed.
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Now notice for the healing one that it takes up actions to use. Healing here on BG is a very, very big deal and is something done unfairly rarely. It's a powerful tool, and often times one heal is all that's needed to determine the victor. That said, it's also heavily taxed and regulated, and for good measure as previously stated. They often take multiple actions to work, and while the types of healing techniques vary in price and speed, they all serve one thing; Supporting an ally in battle or saving your own sorry hide.
Now then, Barriers, fun.
>Name: PROTECT ME GUN BUBBLE!
>Level(s) of release the tech is available at: First Release
>Relevant Skill(s) & Ranks: Magical Skill Of Some Sort
>Stat(s) Involved: Spirit
>Flavor Description: The user, under duress of eminent destruction and/or permanent maim and disfigurement, quickly erects a spiritual barrier of the energy of their choice/specialty to protect themselves in a dome as to avoid being hurt.
>Effect: Expends a combat action to erect a barrier at the users Current Spirit. The User may choose to expend a second combat action to increase the Spirit by +20. The Speed the barrier is erected is set at the user's Spirit, as is how strong the barrier is. Any Attacks set at Advantaged or higher will break the barrier. Should the barrier hold, the User may keep it up as long as it is needed. Attacks cannot pass through either side while barrier is in effect.
>Casting Time: Single Action to Two Actions
>Duration: As Needed.
>Limitations: N/A
>Cooldown: 1 Round
>Stamina Cost: 1 Stamina for Standard Erection (lol), 5 Stamina for Expended Action Boost. Costs 1 Stamina to maintain per round, even with the boosted action.
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Now, before we get onto the price which I'm sure you're wondering about, note that barriers work just like any other blocking mechanism. Only that however, they block everything around the user. Everything. And can block for those near them too, or even other people, since multiple barriers can be made should the technique or skill allow for it, each of those being paid for as well. Speaking of payment, back to the price. I make it so that after boosting/buffing the technique by 20 and paying 5 stamina and a second action to do it, that it only costs 1 Stamina from then on to maintain. This is because of that second action spent. Combat Actions are a rare, valuable, precious commodity in a fight, something that is always there yet isn't, and to bun through them is often unwise. However, wise sacrifices of them, risky as though they may be, often pay up well, such as this one here, where the user leaves themselves open just a bit longer to make sure they have a stronger barrier that costs less to maintain. Risk = Rewarded in this case. However, keep in mind with Double Action techniques, be it a heal, a barrier, or one big ass attack, that it leaves you open for interruption, thus you may end up wasting your stamina and still being utterly screwed.
The last technique I will leave here before I part ways for the night will be one that involves what's known as a Skill Check, meaning that one of your skills must be higher than the enemy's to work!
>Name: Pulled That One Over You I Did!
>Level(s) of release the tech is available at: First Release
>Relevant Skill(s) & Ranks: Whatever Skill Here!
>Stat(s) Involved: N/A
>Flavor Description: The user uses their powers and abilities to pull a trick of sorts on their enemy, usually an illusion or trick of the hands, to disable their enemy, be it with said illusion or possibly knocking/stealing their weapon away.
>Effect: Initiate a Skill Check, where Advantaged or higher in your Skill Rank over the enemy's results in success, where the enemy is disabled in whatever your techniques happens to hinder, usually one effect at a time.
>Casting Time: Single Action
>Duration: 1 Round Plus 1 Round for each Rank your skill exceeds your enemy's.
>Limitations: N/A
>Cooldown: 1 Round Longer Then The Effect
>Stamina Cost: 3 Stamina to Initiate the Skill Check.
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Yeap, 3 Stamina is usually all you need. Sometimes it's more, such a 10 Stamina, depending on what you want to do to your enemy. Most of them time it's simple, silly stuff, like non harmful illusions so that you may get away from an enemy, other times it's to break their wrists so they can't use their weapon or hand-to-hand skills. Either way, you need Advantaged in your skill to succeed, and that's not always possible, in fact, it's down near impossible at end-game levels. Still though, these techniques are often viable, and can be used in literally any variety of ways, from killing to simply subduing to outright running away from an enemy.